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Added EV_TRUCK_MANUAL_CLUTCH_MODIFIER_25/50 #3177

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@ohlidalp ohlidalp commented Sep 8, 2024

To go with accel/brake modifiers. Suggested by Gibbzy on Discord: https://discord.com/channels/136544456244461568/189904947649708032/1280998672246771753

UPDATE: Turns out this needs more research - the modifiers work but they don't have the desired effect, see Discussion: https://discord.com/channels/136544456244461568/189904947649708032/1282776986107773010. To research further, I've dusted off my Engine-AngelScript bindings (made a year ago and never merged) and created an engine diagnostic script 📜 'example_game_engineDiag.as'.

The gear-vector prep code was moved from ActorSpawner.cpp to EngineSim.cpp

EngineSim.h:
- added doxy comments about 'engine' keyword args
- added `getDiffRatio()` getter so `m_diff_ratio` is no longer a dead attr - will be bound to AngelScript later
This touches many files but it's just find&replace of the renamed functions in EngineSim.h
This is a preparation for AngelScript bindings which must all be `camelCase()`.
Deleted `EngineSim::shiftmodes`, using global `SimGearboxMode` (see Application.h) for everything. The enums are the same except for syntax.
EngineSim class upgraded to RefCountingObject - that means all codebase uses EngineSimPtr now.
Ambiguous func `EngineSim::getEngineTorque()` renamed to `getCurEngineTorque()`
Func `EngineSim::getShiftingToGear()` renamed to `getShifTargetGear()`
EngineSim.h - some more doxygen doc shuffling.
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Didn't work as intended, commentary and research: https://discord.com/channels/136544456244461568/189904947649708032/1282776986107773010

I dusted off some AngelScript-engine binding code (1 year old) and created a simple engine diag script. Currently it only shows engine/engoption settings and current engine state as seen by the game. To run it, open in-game console (hotkey ~ or topmenu/Tools/Console) and say loadscript example_game_engineDiag.as

@ohlidalp ohlidalp marked this pull request as draft September 14, 2024 04:20
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